Civilization's 4 - Realism Mod
by jaynus
Version 0.6-BETA (Updated November 9th)
(Changelog *and* TODO list at the bottom of this post)
Download HERE
Goal: To make an expanded and more realistic modification to civ4, allowing for longer games, longer wars, and more intense gameplay with a bit higher difficulty and learning curve to properly manage and compete in the game. Emulate issues of a large empire, supply lines, and strategic needs of different units and types.
Aknowledgements:
All the guys @ civ fanatics bouncing ideas back and forth
Toft @ CivFanatics for the gamespeed suggestions and discussions
CdGGabmit @ CivFanatics also for gamespeed and increment changes
dearmad @ Apolyton & CivFanatics for a nice mod that kind does the same thing but im a nutbar!
Roma Victa @ CivFanatics for saving me with a copy of a xml file AND noticing the commerce increments
Gerikes @ CivFanatics for the nifty options menu modifications
Mr. Will @ CivFanatics for the amazing idea of producing unit-building resources
Simetrical @ CivFanatics for very insightful suggestions and offer to help, im going to take you up on that!
SlayerofDeitys @ CivFanatics for schooling me on submarines
Annnd JDexter, ejdacanay, Kolson, Gufnork, Youri, Kerian, Hemperor & goatmaster @ CivFanatics for all the input!
Notes:This version has had all other gamespeeds removed now that its a Mod. Im not sure how that effects saved games though, sorry guys We'll find out! Yay Testing!
If you had a previous version of this mod: Either follow the oldschol installation instructions, or, if you wish to install as a mod, then you must first delete *all* realism modifications in teh customAssets folder. This can be as simple as deleting the 'Xml' folder inside of CustomAssets, unless you have other mods installed as well.
Installation:
Unzip the folder to your 'Mods' folder within your game directory. As in, extract the zip file to
C:\Program Files\Sid Meier's Civilization 4\Mods
After you have done this, start the game. At the main menu go to
Advanced -> Load a Mod
In this menu, Select 'Realism'. The game will require a restart, once this is complete, start a new game and your off!
If you want the mod to load by default, you need to modify your Civ4Config. This is located in your
My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini
You must change this:
Mod = 0
to this:
Mod = Mods\Realism
OldSchool Installation (If you want to keep saved games I guess?):
Copy everything inside the 'Assets' folder into the CustomAssets folder
(My Documents\My Games\Sid Meier's Civilization 4\CustomAssets)
Read the changelog to see the changes I've made so far.
If you want to help me out with this or think its interesting at least, hit me up at jaynus@gmail.com, Id really like to get a real project going with a few other people.
- jaynus
jaynus@gmail.com
P.S. Please people! Post any ideas or crticisms you have, I'd love to hear them all. No matter how small they are.
ANYONE HAVING SAVED GAME LOADING ISSUES
Heres the deal. There are some bugs with mod loading, customAssets, and saved games. Here are my recommendations:
#1. If your running another mod in customAssets besides mine, let me know what it is. If some are common, I will include them.
#2. some mods dont mix well. We all edit the same files, and my mod specifically is a major overhaul of nearly every single XML file there is. So, first things first; If your getting errors, backup your customAssets folder, and then delete it (dont worry, civ4 will re-create it empty).
#3. Next, if that doesnt work, delete your Civ4 Cache folder.
#4. NEXT, if that doesnt work, again make sure you have no other mods in customAssets If you are using the 'Load mod' option every single time you load the game, edit your Civ4 ini file (My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini). Replace this line:
Mod = 0
with this line:
Mod = Mods\Realism
if *NONE* of the above works, post here and I we can get together and work it out here, on aim, or via email.
Major Status Notes:
Changelog:
by jaynus
Version 0.6-BETA (Updated November 9th)
(Changelog *and* TODO list at the bottom of this post)
Download HERE
Goal: To make an expanded and more realistic modification to civ4, allowing for longer games, longer wars, and more intense gameplay with a bit higher difficulty and learning curve to properly manage and compete in the game. Emulate issues of a large empire, supply lines, and strategic needs of different units and types.
Aknowledgements:
All the guys @ civ fanatics bouncing ideas back and forth
Toft @ CivFanatics for the gamespeed suggestions and discussions
CdGGabmit @ CivFanatics also for gamespeed and increment changes
dearmad @ Apolyton & CivFanatics for a nice mod that kind does the same thing but im a nutbar!
Roma Victa @ CivFanatics for saving me with a copy of a xml file AND noticing the commerce increments
Gerikes @ CivFanatics for the nifty options menu modifications
Mr. Will @ CivFanatics for the amazing idea of producing unit-building resources
Simetrical @ CivFanatics for very insightful suggestions and offer to help, im going to take you up on that!
SlayerofDeitys @ CivFanatics for schooling me on submarines
Annnd JDexter, ejdacanay, Kolson, Gufnork, Youri, Kerian, Hemperor & goatmaster @ CivFanatics for all the input!
Notes:This version has had all other gamespeeds removed now that its a Mod. Im not sure how that effects saved games though, sorry guys We'll find out! Yay Testing!
If you had a previous version of this mod: Either follow the oldschol installation instructions, or, if you wish to install as a mod, then you must first delete *all* realism modifications in teh customAssets folder. This can be as simple as deleting the 'Xml' folder inside of CustomAssets, unless you have other mods installed as well.
Installation:
Unzip the folder to your 'Mods' folder within your game directory. As in, extract the zip file to
C:\Program Files\Sid Meier's Civilization 4\Mods
After you have done this, start the game. At the main menu go to
Advanced -> Load a Mod
In this menu, Select 'Realism'. The game will require a restart, once this is complete, start a new game and your off!
If you want the mod to load by default, you need to modify your Civ4Config. This is located in your
My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini
You must change this:
Mod = 0
to this:
Mod = Mods\Realism
OldSchool Installation (If you want to keep saved games I guess?):
Copy everything inside the 'Assets' folder into the CustomAssets folder
(My Documents\My Games\Sid Meier's Civilization 4\CustomAssets)
Read the changelog to see the changes I've made so far.
If you want to help me out with this or think its interesting at least, hit me up at jaynus@gmail.com, Id really like to get a real project going with a few other people.
- jaynus
jaynus@gmail.com
P.S. Please people! Post any ideas or crticisms you have, I'd love to hear them all. No matter how small they are.
ANYONE HAVING SAVED GAME LOADING ISSUES
Heres the deal. There are some bugs with mod loading, customAssets, and saved games. Here are my recommendations:
#1. If your running another mod in customAssets besides mine, let me know what it is. If some are common, I will include them.
#2. some mods dont mix well. We all edit the same files, and my mod specifically is a major overhaul of nearly every single XML file there is. So, first things first; If your getting errors, backup your customAssets folder, and then delete it (dont worry, civ4 will re-create it empty).
#3. Next, if that doesnt work, delete your Civ4 Cache folder.
#4. NEXT, if that doesnt work, again make sure you have no other mods in customAssets If you are using the 'Load mod' option every single time you load the game, edit your Civ4 ini file (My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini). Replace this line:
Mod = 0
with this line:
Mod = Mods\Realism
if *NONE* of the above works, post here and I we can get together and work it out here, on aim, or via email.
Major Status Notes:
- Expendable resources have been introduced, but are not yet implemented in the game.
- Producable & Tradable production resources have been introduced, and are implemented on musketman & muskets only
- Natural disasters have been introduced, but not yet completed or implemented
- More units coming!
Changelog:
Code:
v0.6
- Thanks dearmad for some more changes
- Universal Suffrage now gives +25% War Weariness
- pacifism now gives +125% great person rate
- organized realigion now gives +20% culture
- Theocracy now gives +10% Unit speed build.
- Caste system now gives +1 free specialist
- Cannon now requires gunpowder (not steel)
- Dry Docks with engineering (not steel)
- Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
- Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
- Pikeman now at civil service
- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, WTH?!)
- Rifleman now has 16 combat strength
- Redcoat now has 17 combat strength
- Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)
- All gun units below rifleman got +50% vs melee
- All Gun units rifleman and higher got +150% vs melee
- All tank units got +250% vs. melee & + 250% vs mounted
- Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)
- Castle cost reduced to 80 ( was 100)
- Forge cost reduced to 100 (was 120)
- No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.
--------------------------------------------------------------------------------------------
v0.5
- ICBM now *PROPERLY* requires Oil as well as uranium
- Nuclear Carrier now has a more presentable pedia entry
- 'Musket Factory' renamed 'Gunsmith'
- Lag issue fixed
--------------------------------------------------------------------------------------------
v0.4
- Got game working in the 'Mod' directory, as a loadable mod
- Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod
- Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
- Next version will contain a way to turn this on and off at your leisure
- Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay
- Musketman now uses 'Muskets' built at a 'Musket Factory'
- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!
- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
- Future Tech removed to make way for *real* future techs
- 'Nuclear Reactor' should show up in its own place on the tech tree now
- 'Nuclear Reactor' Pre-reqs were broken. THey are now fixed. Yipee.
- Navy Seals can now board Submarines and Nuclear Submarines
- 'Nuclear Carrier' Added
- Requires 'Nuclear Reactor' Tech now in addition to Flight
- Requires Uranium
- Costs 200
- Has Carriers standard of 5 moves
- Has 17 Combat instead of 16
- Has a Cargo Space of 8
- Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
- Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
- Tanks, Panzers receive +1 Movement (3 instead of 2)
- Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
- 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
- Nuclear Submarines now have 28 combat strength instead of 26
- Carrier now has a cargo capacity of 5 (instead of 3)
- Carrier can now upgrade to 'Nuclear Carrier'
- Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english
- Free Speech now gives 25% War Weariness
--------------------------------------------------------------------------------------------
v0.3
- Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
- Lowered research to 225%
- Lowered Construction to 125%
- Fixed 'Realistic' speed culture thresholds
- Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
- Hill defense modifier upped to 30% (was 25%)
- Heal rate of units in enemy territory dropped to 5 (was 10)
- Building destruction from Nuclear weapons raised to 70% chance (was 30%)
- Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
- Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative
- You can now build scotland Yard with nationalism, not communism
- Spys can now be built from scotland yard with nationalism, not communism
- Submarines can now upgrade to 'Nuclear Submarine'
- ICBM Triple requirement didnt work, removed it
- 'Nuclear Submarine' Added
- Same tech requirements as Submarine
- Requires Uranium *only*
- Costs 190 (Instead of 150 of a regular sub)
- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
- Receives 9 power (INstead of 8 of Submarine)
- Now has a Capacity of 3 Cargo (Instead of 1)
- Now has a 70% chance of withdrawl (Instead of 50%)
- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines
- Added Technology 'Nuclear Reactor'
- Requires Computers, Fission, and Refrigeration
- Required by NUclear units, and Nuclear reactor
- Costs 3500 points
- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
- GRID LOCATIONS NOT SET
- Uses Fission Presets
- NOTE: Does not show up in civolopedia
--------------------------------------------------------------------------------------------
v0.2
- Settler cost Raised another 25% (Total raise of 75% from vanilla)
- Lowered Inflation to 10% and offset to -220 to compensate for no money in ancient era and expansion
- Raised research to 275% to slow down things just a little bit more with the new year increments
- Raised barbarian encounters to 210%, they were too plentiful
- Lowered BuildPercent to 80%
- Raised growthPercent to 200% to slow down city growth a little more
- Removed Uranium requirement from the following units to add realism of oil requirements
- Transport
- Destroyer
- Battleship
- ICBM now requires Uranium, Aluminum, *AND* Oil
- Galley, Caravel, Galleon, Frigate +2 movement each
- Battleship +1 Movement
- Submarine -1 Movement (subs dont travel at 30knots submerged)
- Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador,
Russian Cossak got +1 Movement
- Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement
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v0.1
- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game
- Changed Turn increments to increments posted by Toft
- Raised reasearch to 250
- Lowered Building & Training to 100
- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%
- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
- Axemen cost 5 hammers less (30)
- Macemen cost 20 hammers less (50)
- Frigate enabled at gunpowder
- Machine Gunner enabled at Assembly Line
- Crossbowman reduced by 10 hammers (50)
- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed